--by Lw老王 
--使用mod代码，将人物台词输出至log中，输出结果和汉化mod有关
--输出代码:(复制到modmain中，开启游戏，控制台输入pr()即可)

--[=[
local function GetTableIndex(t,previouskey,fn,isdesc)
    local isdesc = false
    local str = ''
    local previouskeys = ''--输出嵌套表的k值
    for k,v in pairs(t)do
        if fn(k) then
        if type(v) == 'string' then
            local NAME
            local previouskey1 = ''
            if previouskey ~= '' then
                previouskey1 = previouskey:sub(2) or ''
                NAME = type(STRINGS.NAMES[previouskey1])=='string' and STRINGS.NAMES[previouskey1]   
            end
            
            NAME = (NAME or (type(STRINGS.NAMES[k])=='string' and STRINGS.NAMES[k])) or ''
            NAME = NAME == "" and [["]] or [["   --]]..NAME

            str = str..(previouskey and previouskey..'.' or '')..k..[[ = "]]..v..(NAME)..(isdesc and'\nDESCRIBE' or'\n@')
        elseif type(v) == 'table' then 
            previouskeys = previouskeys..[["]]..k..[[",]] --记录嵌套表的k
            str = str..GetTableIndex(v,(previouskey and previouskey.."."or "").. k,function()return true end)
        end
        end
    end
    return str,previouskeys
end
function GLOBAL.pr(...)
    --输出其他台词
    local table = require 'speech_wilson'
    local old_version = require 'speech_kyouko_ch'
    local str,addk = GetTableIndex(table,'',function(k)return k~='DESCRIBE'end)
    print(str,addk)

    --输出物品描述
    --因为lua的print函数有字符上限，全部一起打印会不完整，所以根据首字母分步打印
    --local num,k = GetTableIndex(table['DESCRIBE'],'',function(k) return type(k)~=type('')end)
    --print(num..'\n--------num--------')
    --local str1,k1 = GetTableIndex(table['DESCRIBE'],'',function(k)return type(k)==type('')and k:sub(1):byte()<= string.byte('G') end)
    --print(str1..'\n-------abcdefg--------')
    --local str2,k2 = GetTableIndex(table['DESCRIBE'],'',function(k)return type(k)==type('')and k:sub(1):byte()<= string.byte('N') and k:sub(1):byte()> string.byte('G') end)
    --print(str2..'\n-------hijklmn--------')
    --local str3,k3 = GetTableIndex(table['DESCRIBE'],'',function(k)return type(k)==type('')and k:sub(1):byte()<= string.byte('T') and k:sub(1):byte()> string.byte('N') end)
    --print(str3..'\n-------opqrst--------')
    --local str4,k4 = GetTableIndex(table['DESCRIBE'],'',function(k)return type(k)==type('')and k:sub(1):byte()> string.byte('T') end)
    --print(str4..'\n-------uvwxyz--------')

    --更新代码
    local add1,addk1 =GetTableIndex(table['DESCRIBE'],'',function(k)return table.DESCRIBE[k] and old_version.DESCRIBE[k]==nil and type(k)==type('')and k:sub(1):byte()<= string.byte('N') end)
    --print(add1,addk1)
    local add2,addk2 =GetTableIndex(table['DESCRIBE'],'',function(k)return table.DESCRIBE[k] and old_version.DESCRIBE[k]==nil and type(k)==type('')and k:sub(1):byte()> string.byte('N') end)
    --print(add2,addk2)

    --print(k1,k2,k3,k4)
end
--]=]

local speech = 
{
    DESCRIBE={},ACTIONFAIL={},COMBAT_QUIT={},BATTLECRY={},ANNOUNCE_EAT={},EAT_FOOD={},
    ANNOUNCE_MESSAGEBOTTLE={},ANNOUNCE_PICKPOOP={},ANNOUNCE_DEHUMID={},ANNOUNCE_TOO_HUMID={},
    ANNOUNCE_PUGALISK_INVULNERABLE={},
}
----DS----
for _,v in pairs({"FERTILIZE","USEDOOR","DRAW","COOK","BUILD","GIVE","SHOP","MOUNT","REPAIRBOAT","CHANGEIN","SADDLE","TEACH","PICKUP","RUMMAGE","WRITE","SHAVE","STORE",})do
    speech.ACTIONFAIL[v] = speech.ACTIONFAIL[v] or {}
end
for _,v in pairs({"EVERGREEN_SPARSE","CROW","BLUE_MUSHROOM","DIVININGRODBASE","CAMPFIRE","CRAB","GRASS","DECIDUOUSTREE","GEMSOCKET","FISH_FARM","BUTTERFLY","GREEN_MUSHROOM","COLDFIRE","FIREFLIES","COOKPOT","ASH","BAMBOOTREE","BUSH_VINE","FIRESUPPRESSOR","CAVE_ENTRANCE_OPEN","CAVE_EXIT","BERRYBUSH","COCONADE","BIRDCAGE","GLOMMERFLOWER","DIVININGROD","DEPLETED_GRASS","FROG","COCONUT","BEEBOX","FIREPIT","CAVE_ENTRANCE","COLDFIREPIT","COFFEEBUSH","BEE","EVERGREEN","FARMPLOT","CATCOONDEN","CHESTER_EYEBONE","ACORN","BEEFALO","CACTUS","COMPASS",    "MERMHOUSE","MEATRACK","MUSHTREE_TALL","MARSH_BUSH","MANDRAKE","KILLERBEE","HEATROCK","MOUND","MUSHTREE_MEDIUM","JUNGLETREE","LAVAE_PET","LAVAE_EGG_CRACKED","MUSSEL_FARM","LIGHTNING_ROD","INSANITYROCK","NIGHTMARE_TIMEPIECE","JUNGLETREESEED","ICEMAKER","MOSQUITO","LAVASPIT","MARSH_TREE","LIMPETROCK","LAVAE_EGG","LIGHTNINGGOAT","LOG","MERMHEAD","MOLE","HOMESIGN","MUSHTREE_SMALL",    "PINECONE","RABBITHOUSE","SAPLING","RAINOMETER","SPIDER","SEA_CHIMINEA","ROBIN_WINTER","SEA_YARD","TRAWLNETDROPPED","RESURRECTIONSTATUE","RED_MUSHROOM","ROCK_ICE","TEENBIRD","SUNKEN_BOAT","TENT","TREASURECHEST","PLANT_NORMAL","SHARKITTENSPAWNER","PIRATIHATITATOR","RABBIT","SNAKEDEN","SIESTAHUT","TALLBIRDNEST","SMALLBIRD","REEDS","STATUEGLOMMER","PALMTREE","RESEARCHLAB4","OBSIDIANFIREPIT","RELIC","ROCK_LIGHT","SAND_CASTLE","PIGHOUSE","ROBIN","RESEARCHLAB2","RESEARCHLAB","TALLBIRDEGG_CRACKED","SPIDER_WARRIOR","SANITYROCK","PIGMAN","TELEPORTATO_BASE","TELEBASE","TAR_EXTRACTOR","RABBITHOLE","PIGHEAD","RESEARCHLAB3", "WALRUS_CAMP","WINTEROMETER","WORM","WALL_WOOD","VOLCANO_ALTAR","WORMHOLE","WALL_HAY",})do
    speech.DESCRIBE[v] = speech.DESCRIBE[v] or {}
end
for _,v in pairs({"RELIC_4","PIGMAN_MAYOR","PIGMAN_HATMAKER","PIGMAN_MINER","PLAYERHOUSE_CITY","PARROT_BLUE","PIGMAN_FARMER","PIG_SHOP_GENERAL","PIGMAN_BEAUTICIAN","PIG_SHOP_PRODUCE","RABID_BEETLE","PEEKHEN","PIGEON","PIGHOUSE_CITY","PIGMAN_BANKER","RELIC_5","PIG_SHOP_ARCANE","PIGMAN_STOREOWNER","PIGHOUSE_MINE","VAMPIREBAT","RELIC_3","RELIC_2","RELIC_1","PIKO","PEAGAWK","SCORPION","SNAPDRAGON","PIG_RUINS_ENTRANCE","RAINFORESTTREE","SPIDER_MONKEY","PIG_SHOP_ACADEMY","PIG_SHOP_HATSHOP","PIG_SHOP_HOOFSPA","PIG_SHOP_FLORIST","RECONSTRUCTION_PROJECT","PIGMAN_HUNTER","PIGMAN_PROFESSOR","PIGMAN_ERUDITE","PIGMAN_FLORIST","PIGMAN_MECHANIC","PIGMAN_COLLECTOR","ZEB","WARDROBE","PIG_SHOP_WEAPONS","PIGMAN_ROYALGUARD","PIGHOUSE_FARM","PIG_GUARD_TOWER","CHICKEN","DUNGBEETLE","MINISIGN","CITY_LAMP","LAWNORNAMENT","NETTLE","HEDGE","BILL","KINGFISHER","MEAN_FLYTRAP","ADULT_FLYTRAP","GLOWFLY","DUNGPILE","ANTMAN","GRASS_TALL",})do
    speech.DESCRIBE[v] = speech.DESCRIBE[v] or {}
end
----DST----
for _,v in pairs({"ACTIONFAIL","ANNOUNCE_ANTLION_SINKHOLE","EAT_FOOD","COMBAT_QUIT","BATTLECRY","ANNOUNCE_ROYALTY","ANNOUNCE_ANTLION_TRIBUTE","ANNOUNCE_ENCUMBERED","ANNOUNCE_ATRIUM_DESTABILIZING","ANNOUNCE_EAT",})do
    speech[v]= speech[v] or {}
end
for _,v in pairs({"MOUNT","GIVE","BUILD","COOK","DRAW","WRAPBUNDLE","GIVETOPLAYER","ACTIVATE","SLAUGHTER","USEKLAUSSACKKEY","GIVEALLTOPLAYER","REPLATE","ATTUNE","REPAIR","CONSTRUCT",})do
    speech.ACTIONFAIL[v]= speech.ACTIONFAIL[v] or{}
end
for _,v in pairs({"MUSHROOM_LIGHT","BERNIE_INACTIVE","CANARY","BERRYBUSH_JUICY","ATRIUM_LIGHT","ABIGAIL_FLOWER","MOONBASE","MOONDIAL","MUSHROOM_LIGHT2","DEER","MIGRATION_PORTAL","BEEQUEENHIVE","MUSHROOMSPROUT","MUSHROOM_FARM","ARROWSIGN_PANEL","ANTLION","ATRIUM_GATE","GRASSGEKKO","CHESSPIECE_ROOK","HUTCH_FISHBOWL","CHESSPIECE_BISHOP","DRAGONFLYFURNACE","ATRIUM_RUBBLE","CHESSPIECE_KNIGHT","CAVEIN_BOULDER","LAVAARENA_PORTAL","CLAYWARG","CLAYHOUND","ENDTABLE","ARROWSIGN_POST","FOSSIL_STALKER","CARTOGRAPHYDESK","WX78","TOADSTOOL_CAP","SCULPTURE_KNIGHTBODY","WINTER_TREESTAND","QUAGMIRE_SUGARWOODTREE","WOODIE","PIGSHRINE","WES","WICKERBOTTOM","PLAYER","SCULPTURE_ROOKBODY","QUAGMIRE_RUBBLE_HOUSE","QUAGMIRE_FOOD","WINTER_TREE","TOWNPORTALTALISMAN","QUAGMIRE_PIGEON","WENDY","QUAGMIRE_SAFE","SCULPTINGTABLE","WEBBER","WARGSHRINE","TOWNPORTAL","TOADSTOOL","QUAGMIRE_PARK_GATE","WINONA","WATHGRITHR","STAGEHAND","QUAGMIRE_SPOTSPICE_SHRUB","QUAGMIRE_SWAMPIGELDER","QUAGMIRE_MUSHROOMSTUMP","QUAGMIRE_SALT_RACK","QUAGMIRE_ALTAR","WILSON","WILLOW","WAXWELL","TWIGGYTREE","PERDSHRINE","SACRED_CHEST","STATUE_MARBLE","WOLFGANG","SCARECROW","SCULPTURE_BISHOPBODY",})do
    speech.DESCRIBE[v] = speech.DESCRIBE[v] or {}
end

speech.ANNOUNCE_CANFIX = "抽空修理一下吧，都快闹鬼了"--墙壁可以修理
speech.ANNOUNCE_QUAKE = "是地脉出了什么事情吗？"--地震
speech.ANNOUNCE_ENTER_DARK = "本堂主可是走惯了夜路的，这点小黑根本就……"  --进入黑暗
speech.ANNOUNCE_CHARLIE = "夜路走多了，果然遇见鬼！" --查理即将攻击
speech.ANNOUNCE_CHARLIE_ATTACK = "胆子好大的鬼，敢打本堂主！"   --被查理攻击
speech.ACTIONFAIL.DRAW.NOIMAGE = "画遗像之前，先把死者运来啊"--画图缺乏图像
speech.ACTIONFAIL.COOK.TOOFAR = "望美食兮天一方~"--做饭失败
speech.ACTIONFAIL.COOK.INUSE = "你这个厨艺理解不行啊，让本堂主来" --别人在用锅
speech.ACTIONFAIL.BUILD.MOUNTED = "不接地气啊，这活办不成"--建造失败（骑乘状态）
speech.ACTIONFAIL.GIVE.BUSY = "上次有个人没空来我这拿东西，最后我跑到边界那边才给到他"--给予（对方在忙）
speech.ACTIONFAIL.GIVE.SLEEPING = "竟然还有呼吸，要不是想起还有东西没给你，我就直接给你火化了"--给予（对方在睡觉）
speech.ACTIONFAIL.GIVE.DEAD = "变成鬼之后记得管我要啊"--给予（死亡）
speech.ACTIONFAIL.MOUNT.TARGETINCOMBAT = "要不要在本堂主这里预约一下送葬服务？家畜尊享七折哦。"--骑乘，牛正在战斗
speech.ACTIONFAIL.MOUNT.INUSE = "要来一份人畜双殡套餐吗？很划算的！"--骑乘（牛被占据）
speech.ACTIONFAIL.CHANGEIN.GENERIC = "今日凶甚，忌更衣"
speech.ACTIONFAIL.CHANGEIN.INUSE = "里面的朋友帮忙看下，这衣柜里面的鬼走了没有？"--换装失败（占用）
speech.ACTIONFAIL.SADDLE.TARGETINCOMBAT = "现在不上鞍，死了还得烧给你"--给战斗状态的牛上鞍
speech.ACTIONFAIL.TEACH.KNOWN = "那边学一遍，这边还得学一遍吗？"--地图、漂流瓶学习失败（已经学过）
speech.ACTIONFAIL.TEACH.CANTLEARN = "鬼都看不懂，我确认过"
speech.ACTIONFAIL.PICKUP.GENERIC = "是不是让哪只鬼拿走了？我看看还在不在附近"--捡起失败
speech.ACTIONFAIL.RUMMAGE.GENERIC = "这么严实，这是打了子孙钉吗？"    --开箱失败
speech.ACTIONFAIL.RUMMAGE.INUSE = "献花寄哀得一个个来，不好乱了次序" 
speech.ACTIONFAIL.WRITE.GENERIC = "请题主的礼宾贴可不能乱写，容我想想格式"
speech.ACTIONFAIL.SHAVE.GENERIC = "该换新衣了……等等，牛需要备丧吗？"  --刮牛毛失败
speech.ACTIONFAIL.SHAVE.RIDING = "本堂主来表演一个骑牛刮毛……的错误范例"
speech.ACTIONFAIL.SHAVE.AWAKEBEEFALO = "借点毛做扎材，你要是不给，本堂主晚上自己来拿"
speech.ACTIONFAIL.SHAVE.NOBITS = "光着身子走，可不吉利"--刮牛毛失败（没毛）
speech.ACTIONFAIL.STORE.GENERIC = "塞得满满的，该埋了" --存放失败
speech.ACTIONFAIL.STORE.NOTALLOWED = "别人接的殡我可不能出，串了礼俗就麻烦了"
speech.ACTIONFAIL.STORE.INUSE= "小心着些，别把不干净的东西放进去了"
speech.ANNOUNCE_BOOMERANG = "阴魂归访夜，宜避不宜接"  --回旋镖
speech.ANNOUNCE_NODANGERSLEEP = "还没把你们统统安葬了，本堂主哪能去睡觉？" --危险，不能睡觉
speech.ANNOUNCE_INV_FULL = "财宝这些东西生不带来，死不带去，别太贪啦"  --身上的物品满了
speech.ACTIONFAIL_GENERIC = "随他去吧" 
speech.ANNOUNCE_DUSK = "魑魅魍魉们要动起来咯~" --进入黄昏
speech.ANNOUNCE_DAMP = "打雷啦，起身啦。" --潮湿（1级）
speech.ANNOUNCE_WET = "这雨看来一时停不了，收好帽子，别受潮了" --潮湿（2级）
speech.ANNOUNCE_WETTER = "哎呀…麻烦喽。"  --潮湿（3级）
speech.ANNOUNCE_SOAKED = "可别把墓穴冲塌了，还得重新葬一遍！" --潮湿（4级）
speech.ANNOUNCE_NODANGERSIESTA = "还没把你们统统火化了，本堂主哪能去乘凉？" --危险，不能午睡
speech.ANNOUNCE_TOOL_SLIP = "这个是……往生堂葬仪杂耍，见笑见笑" --工具滑出
speech.ANNOUNCE_LIGHTNING_DAMAGE_AVOIDED = "劈死者不劈胡桃~"--规避闪电
speech.ANNOUNCE_WORMS = "一个客户，两个客户，三个客户…"  --蠕虫袭击
speech.ANNOUNCE_THORNS = "噫——！" --玫瑰、仙人掌、荆棘扎手
speech.ANNOUNCE_NOHUNGERSIESTA = "这一觉睡过去，就是饿人变饿鬼了"--饱度不足无法午睡
speech.ANNOUNCE_NOHUNGERSLEEP = "鬼都不想饿着上路，本堂主也不想饿着睡觉啊"--饥饿，无法睡觉
speech.ANNOUNCE_HUNT_LOST_TRAIL_SPRING = "唔……这家伙溜得比鬼还快！" --大猎物丢失踪迹
speech.ANNOUNCE_HUNGRY = "♪啦啦啦啦~吃水煮鱼配虾饺啦~" --饥饿
speech.ANNOUNCE_INSUFFICIENTFERTILIZER = "我见过一个人，一辈子就爱种地，死后也希望能直接埋进田里，供养土壤" --土地肥力不足
speech.DESCRIBE_TOODARK = "这什么东西，摸着不像鬼" --天太黑
speech.ANNOUNCE_TRAP_WENT_OFF = "哎呦呦，我可不是盗墓贼！"   --触发陷阱（例如冬季陷阱）
speech.DESCRIBE_GENERIC = "噫…这是什么东西呀？"  --检查物品描述的缺省值
speech.BATTLECRY.GENERIC = "往生堂一条龙服务，管杀还管埋！"--战斗宣言
speech.BATTLECRY.PREY = "你这类客户……暂时不提供下葬服务啊，抱歉"
speech.BATTLECRY.PIG = "你的葬礼，本堂主包了！" --战斗宣言 猪人
speech.BATTLECRY.SPIDER_WARRIOR = "往生堂订制下葬服务，第二碑半价！"   --蜘蛛战士
speech.BATTLECRY.SPIDER = "往生堂批量下葬服务，一个不漏，有口皆碑！"   --蜘蛛
speech.ANNOUNCE_NONIGHTSIESTA = "晚上睡凉棚，半夜鬼上身哦"  --夜晚睡凉棚
speech.ANNOUNCE_NONIGHTSIESTA_CAVE = "晚上睡凉棚，半夜鬼上身哦" --在洞穴里夜晚睡凉棚
speech.ANNOUNCE_COLD = "好冷好冷，冷天果然不宜出殡！"--开始冻伤
speech.ANNOUCE_UNDERLEAFCANOPY = "嗯，真舒服。" --树荫下
speech.ANNOUNCE_HUNT_BEAST_NEARBY = "这位客户要求的下葬地点还真不好找~"  --即将找到野兽
speech.ANNOUNCE_SHELTER = "雨来树挡，风来叶掩，谢啦~" --下雨天躲树下
speech.ANNOUNCE_MAGIC_FAIL = "奇怪？神之眼对这个没反应。"
speech.ANNOUNCE_EAT.GENERIC = "让本堂主品尝一下~"
speech.ANNOUNCE_EAT.STALE = "有一股类似于纸灰的味道……"--吃黄色食物
speech.ANNOUNCE_EAT.PAINFUL = "这东西要是出现在流水席上，当天往生堂生意就要爆满了！" --吃怪物肉
speech.ANNOUNCE_EAT.INVALID = "这东西鬼都不吃——我喂过，真不吃"--拒吃
speech.ANNOUNCE_EAT.YUCKY = "感觉像在啃僵尸……我不是说七七啊" --吃红色食物
speech.ANNOUNCE_EAT.SPOILED = "可以直接扔进焚化炉了" --吃腐烂食物
speech.ANNOUNCE_HUNT_LOST_TRAIL = "客人别走啊，价格还可以再谈谈！"--丢失猎物踪迹
speech.ANNOUNCE_NODAYSLEEP_CAVE = "白天睡大觉，醒来撞见鬼哦"    --洞穴里白天睡帐篷
speech.ANNOUNCE_NODAYSLEEP = "白天睡大觉，醒来撞见鬼哦"  --白天睡帐篷
speech.ANNOUNCE_NOSLEEPONFIRE = "上个客户说那边睡不好，给他烧一套过去" --营帐着火无法睡觉
speech.ANNOUNCE_HOT = "好烫好烫，我还没给自己选好司仪，可不能就被火化了啊！"
speech.ANNOUNCE_TORCH_OUT = "还没本堂主的火元素力持久" --火把熄灭
speech.ANNOUNCE_WORMHOLE = "像是鬼门关里走了一遭……" --跳虫洞
speech.ANNOUNCE_ENTER_LIGHT = "夜路走再多，还是得借着光啊" --进入光源
speech.ANNOUNCE_NOWARDROBEONFIRE = "焚化进度百分之……等会，这不是棺材？" --橱柜着火
speech.ANNOUNCE_BURNT = "胡桃的胡是胡来的胡……不过这次胡来得有点过头了"
speech.ANNOUNCE_KNOCKEDOUT = "葬礼仪式上……不能……打……瞌睡……" --被催眠
speech.ANNOUNCE_DEERCLOPS = "唷，找本堂主有何贵干呀？" --boss来袭
speech.ANNOUNCE_BEES = "所谓术大招蜂，有蜜蜂蛰我说明我胡桃本事大呀！" --带养蜂帽被蜜蜂蛰
speech.ANNOUNCE_PECKED = "刚办完成鸟礼，就准备办葬礼了吗？" --被小高鸟啄
speech.ANNOUNCE_HOUNDS = "一波送走，全送走。" --猎犬将至


----DST----
----（相比于单机版的一个补充包）----
speech.ANNOUNCE_ANTLION_SINKHOLE[1] = "这位客户的葬礼请求有点过激，请克制一下" --蚁狮地震
speech.ANNOUNCE_ANTLION_SINKHOLE[2] = "地脉又出现异动了吗？"
speech.ANNOUNCE_ANTLION_SINKHOLE[3] = "这要是把修好的陵墓震塌了，土葬就变成山葬了"
speech.ANNOUNCE_THURIBLE_OUT = "香火断了，那就无需再牵挂了，是吧？" --香炉燃尽
speech.ANNOUNCE_BECOMEGHOST = "胡桃这个人能跟鬼说话，胡桃这个鬼却不能跟人说话，是不是很神奇？"
speech.ANNOUNCE_TOWNPORTALTELEPORT = "好一座高陵大墓！" --豪华传送
speech.ANNOUNCE_SACREDCHEST_YES = "调查结果出来了，这不是陪葬品，而是考古资金，全拿走~"
speech.ANNOUNCE_SACREDCHEST_NO = "这算陪葬品吗？那还是别乱动为好。" --远古宝箱给错蓝图
speech.ANNOUNCE_PETRIFED_TREES = "这么说来，这边的木棺会变成石棺？" --石化树
speech.ANNOUNCE_KLAUS_CALLFORHELP = "对对对，第二碑半价，你还有朋友要一块埋的吗？"--克劳斯摇人
speech.ANNOUNCE_KLAUS_ENRAGE = "客官稍安勿躁，下葬这事急不得，尤其是您自己的葬礼"--克劳斯激怒
speech.ANNOUNCE_RUINS_RESET = "怎么回事？复原了？那不是白埋了？"--废墟重置
speech.ANNOUNCE_SNARED = "我包过很多次骨头，被骨头包住还是头一次" --远古嘤嘤怪的骨笼
speech.ANNOUNCE_ROYALTY[1] = "陛下，请问您何时山陵崩呀？" --（可能是蜂后帽）
speech.ANNOUNCE_ROYALTY[2] = "皇室的葬礼往生堂也是能承接的。"
speech.ANNOUNCE_ROYALTY[3] = "国王是干什么的来着？回去问问客卿好了。"
speech.ANNOUNCE_GHOSTDRAIN = "葬礼没搞成，死也不安生。" --队友死亡掉san

speech.ANNOUNCE_DESPAWN = "过两天还得操持一场大葬，先回堂里了。" --下线
speech.ANNOUNCE_TOADESCAPING = "这位客户别急着走啊，您走了，我们就只能立衣冠冢了不是？" --蟾蜍正在逃跑
speech.ANNOUNCE_ANTLION_TRIBUTE[1] = "众所周知，供品是上给逝者的。" --蚁狮索要贡品
speech.ANNOUNCE_ANTLION_TRIBUTE[2] = "太牢一套敬献。您问太牢在哪？您身上这么多肉，正好凑一组太牢啊。"
speech.ANNOUNCE_ANTLION_TRIBUTE[3] = "等下还有一场葬礼等您出席，这是请帖。您不来，我们没法上路。"
speech.DESCRIBE.ANTLION.GENERIC = "贡品当然有，不过您可能得在地下签收。"
speech.DESCRIBE.ANTLION.VERYHAPPY = "葬礼还在筹备着呢，让它再蹦跶几天好了。"
speech.DESCRIBE.ANTLION.UNHAPPY = "您的葬礼仪资已经备好了，就等您~亲自入棺了。"	-- 蚁狮很生气
speech.ANNOUNCE_BRAVERY_POTION = "喝了这个，骗鬼的时候能更加理直气壮点？"--勇气药剂
speech.ANNOUNCE_SPOOKED = "我去，这什么鬼！" --被吓到
speech.ANNOUNCE_TOADESCAPED = "这位客户怎么能出霸王殡呢？" --蟾蜍逃走了
speech.ANNOUNCE_ENCUMBERED[1] = "骨肉毙于下，阴为野土。其气发扬于上为昭明。"  
speech.ANNOUNCE_ENCUMBERED[2] = "人死曰鬼，鬼者归也。精气归于天，肉归于土。"
speech.ANNOUNCE_ENCUMBERED[3] = "魂气归于天，形魄归于地。"
speech.ANNOUNCE_ENCUMBERED[4] = "秦之西有仪渠之国者，其亲戚死，聚柴薪而焚之，熏上，谓之登遐。"
speech.ANNOUNCE_ENCUMBERED[5] = "夏道尊命，事鬼敬神。殷人尊神，率民以事神，先鬼而后礼"
speech.ANNOUNCE_ENCUMBERED[6] = "蒿里谁家地？聚敛魂魄无贤愚。鬼伯一何相催促？人命不得少踟蹰。"
speech.ANNOUNCE_ENCUMBERED[7] = "吾以天地为棺椁，以日月为连璧，星辰为珠玑，万物为赍送。吾葬具岂不备邪？"
speech.ANNOUNCE_ENCUMBERED[8] = "奚以棺椁为牢，衣裳为缠？尸系地下，长幽桎梏，岂不哀哉！"
speech.ANNOUNCE_ENCUMBERED[9] = "薤上露，何易晞。露晞明朝更复落，人死一去何时归。"
speech.ANNOUNCE_ATRIUM_DESTABILIZING[1] = "这是哪家草草下葬，亡魂闹起来了？"  --中庭震动
speech.ANNOUNCE_ATRIUM_DESTABILIZING[2] = "这地方死气这么重吗？得找蓝砚姑娘借点藤人了"
speech.ANNOUNCE_ATRIUM_DESTABILIZING[3] = "亡魂就该好好安息，非得本堂主亲自送你们回去吗？"
speech.ANNOUNCE_KLAUS_UNCHAINED = "这什么东西逃狱了，玉衡星大人在吗？"
speech.ANNOUNCE_PICK_DISEASE_WARNING = "生老病死，世之常情，植物也逃不过啊" --（植物生病）
speech.ANNOUNCE_NODANGERGIFT = "这么多赃物，你不会是盗墓贼出身吧？"
speech.ANNOUNCE_MOUNT_LOWHEALTH = "给牛的棺材应该用啥样的呢……不对，牛还没死呢！"   --牛血量过低
speech.ANNOUNCE_CAVEIN = "什么动静，闹得这么厉害，这里看来是没法当墓穴了"
speech.ANNOUNCE_DIG_DISEASE_WARNING = "植物的葬礼上应该念什么来着……花谢花飞花满天，红消香断有谁怜？"
speech.ANNOUNCE_REPELLED = "别再犹豫了，你就听本堂主的，早早入土为安吧~" --嘤嘤怪保护状态

speech.ACTIONFAIL.WRAPBUNDLE.EMPTY = "博士买坟，三纸无坟"  --打包纸是空的
speech.ACTIONFAIL.GIVETOPLAYER.FULL = "水满则溢，月盈则亏，别总装太满呀"  --给人东西失败（对方没空位）
speech.ACTIONFAIL.GIVETOPLAYER.GENRIC = "本堂主亲自给你的礼物，不想要吗？" 
speech.ACTIONFAIL.GIVETOPLAYER.BUSY = "罢了，等你闲下来再找本堂主讨要吧"
speech.ACTIONFAIL.GIVETOPLAYER.SLEEPING = "下次你睡醒的时候，会有一只大大大胡桃带着礼物出现在面前哦"
speech.ACTIONFAIL.GIVETOPLAYER.DEAD = "……下葬的时候我一并埋进去吧"
speech.ACTIONFAIL.GIVEALLTOPLAYER.FULL = "水满则溢，月盈则亏，别总装太满呀"  --给人一叠东西
speech.ACTIONFAIL.GIVEALLTOPLAYER.BUSY = "东西有点多，等你闲下来再找本堂主讨要吧"
speech.ACTIONFAIL.GIVEALLTOPLAYER.SLEEPING = "下次你睡醒的时候，会有一只大大大胡桃带着好多礼物出现在面前哦"
speech.ACTIONFAIL.GIVEALLTOPLAYER.DEAD = "……下葬的时候我全都埋进去吧"
speech.ACTIONFAIL.ACTIVATE.LOCKED_GATE = "这门的结构不合风水学，我是无能为力了呀"   --远古钥匙
speech.ACTIONFAIL.SLAUGHTER.TOOFAR = "给你这小家伙办个葬礼太不值当，算了吧"
speech.ACTIONFAIL.USEKLAUSSACKKEY.WRONGKEY = "感觉就像把打狗棒插进了香炉里，点不着啊" --使用错误的钥匙打开克劳斯
speech.ACTIONFAIL.USEKLAUSSACKKEY.KLAUS = "这个大包到底是从哪个墓里摸出来的？"   --克劳斯
speech.ACTIONFAIL.ATTUNE.NOHEALTH = "……别太拼了，我可办不了自己的葬礼"  --制造肉雕像血量不足
speech.ACTIONFAIL.REPAIR.WRONGPIECE = "……这种情况，本堂主一般直接烧成骨灰" --化石拼错
speech.ACTIONFAIL.CONSTRUCT.MISMATCH = "咦？本堂主不通建筑学啊"  --升级套件错误（目前用不到）
speech.ACTIONFAIL.CONSTRUCT.INUSE = "这算赶着投胎吗？"  
speech.ACTIONFAIL.CONSTRUCT.NOTALLOWED = "去地府也得先买路引？"
speech.ACTIONFAIL.CONSTRUCT.EMPTY = "地府空荡荡，胡桃在人间~"

--物品检查语句

--DS--
speech.DESCRIBE.EVERGREEN_SPARSE.BURNT = "这是森林的墓地，粗犷而壮丽"  --粗壮常青树烧焦
speech.DESCRIBE.EVERGREEN_SPARSE.CHOPPED = "树根算是树的尸体呢，还是树的故居呢？"  --粗壮常青树桩
speech.DESCRIBE.EVERGREEN_SPARSE.GENERIC = "柏木正是顶好的寿材"  --粗壮常青树
speech.DESCRIBE.EVERGREEN_SPARSE.BURNING = "大自然正在给森林举办一场葬礼"  --粗壮常青树
speech.DESCRIBE.EVERGREEN.BURNT = "这是森林的墓地，粗犷而壮丽"  --常青树
speech.DESCRIBE.EVERGREEN.CHOPPED = "树根算是树的尸体呢，还是树的故居呢？"  --常青树
speech.DESCRIBE.EVERGREEN.GENERIC = "柏木正是顶好的寿材"  --常青树
speech.DESCRIBE.EVERGREEN.BURNING = "大自然正在给森林举办一场葬礼"  --常青树
speech.DESCRIBE.MARSH_TREE.BURNT = "烧成炭了之后，是不是该叫松暗？"  --针叶树
speech.DESCRIBE.MARSH_TREE.CHOPPED = "松下问童子，松上哪去了？"  --针叶树
speech.DESCRIBE.MARSH_TREE.GENERIC = "取山松细条点燃，即为松明。有时夜间守墓，松明是顶好用的光源。"  --针叶树
speech.DESCRIBE.MARSH_TREE.BURNING = "看起来，大自然也很喜欢松明……"  --针叶树
speech.DESCRIBE.DECIDUOUSTREE.BURNT = "棺材扎材一起烧掉，还有烤桦木果当供果，完美的葬礼"  --桦树
speech.DESCRIBE.DECIDUOUSTREE.POISON = "这算棺材板成精了吗？"  --桦树精
speech.DESCRIBE.DECIDUOUSTREE.CHOPPED = "树根算是树的尸体呢，还是树的故居呢？"  --桦树
speech.DESCRIBE.DECIDUOUSTREE.GENERIC = "守墓有时太冷，披上桦树皮正好"  --桦树
speech.DESCRIBE.DECIDUOUSTREE.BURNING = "桦油真好烧啊……"  --桦树
speech.DESCRIBE.CAVE_BANANA_TREE = "林猪拱蕈，泼猴贪蕉"  --洞穴香蕉树
speech.DESCRIBE.CAVE_BANANA_BURNT = "这是……郊焦蕉！"  --洞穴香蕉树烧焦
speech.DESCRIBE.CAMPFIRE.GENERIC = "还没本堂主的火稳定"  --营火
speech.DESCRIBE.CAMPFIRE.OUT = "灰飞~烟灭"  --营火
speech.DESCRIBE.CAMPFIRE.EMBERS = "火终遗言是什么？想再加点燃料啊，我会烧给你的"  --营火微弱
speech.DESCRIBE.CAMPFIRE.HIGH = "跟辛焱一样，很有精神！"  --营火
speech.DESCRIBE.CAMPFIRE.LOW = "篝火篝火，说说你想要什么样的葬礼呀？"  --营火
speech.DESCRIBE.CAMPFIRE.NORMAL = "想念香菱家里的灶台了"  --营火
speech.DESCRIBE.FIREPIT.GENERIC = "没有本堂主的火旺，胜在稳定"  --石头篝火
speech.DESCRIBE.FIREPIT.OUT = "篝火篝火，说说你想要什么样的葬礼呀？"  --石头篝火
speech.DESCRIBE.FIREPIT.EMBERS = "再加点扎材吧"  --石头篝火
speech.DESCRIBE.FIREPIT.HIGH = "比焚化炉还是差点"  --石头篝火
speech.DESCRIBE.FIREPIT.LOW = "当个照尸灯正好"  --石头篝火
speech.DESCRIBE.FIREPIT.NORMAL = "若是香菱在，用这火也能烤出佳肴来"  --石头篝火
speech.DESCRIBE.GRASS.BARREN = "这草还有救，不必急着送葬"  --草需要施肥
speech.DESCRIBE.GRASS.PICKED = "魂火烧不禁，阴风吹又生"  --草
speech.DESCRIBE.GRASS.WITHERED = "等下一场雨过后，又会从墓碑里钻出来"  --草干枯
speech.DESCRIBE.GRASS.GENERIC = "能做成上好的扎材"  --草
speech.DESCRIBE.GRASS.BURNING = "还没扎起来，就烧掉了，暴殄天物啊"  --草
speech.DESCRIBE.BUNNYMAN = "需要往生堂送葬服务吗？十二生肖劲享七折优惠哦"  --兔人
speech.DESCRIBE.BLUE_MUSHROOM.GENERIC = "行秋头上顶的就是这个"  --蓝蘑菇
speech.DESCRIBE.BLUE_MUSHROOM.INGROUND = "行秋埋在了书堆里"  --蓝蘑菇
speech.DESCRIBE.BLUE_MUSHROOM.PICKED = "行秋蘑菇正在憋下一章的情节"  --蓝蘑菇
speech.DESCRIBE.GREEN_MUSHROOM.GENERIC = "小号白术，不过医术差远了"  --绿蘑菇
speech.DESCRIBE.GREEN_MUSHROOM.INGROUND = "白术要是像你一样低调就好了"  --绿蘑菇
speech.DESCRIBE.GREEN_MUSHROOM.PICKED = "白术蘑菇又一次献祭了生命"  --绿蘑菇
speech.DESCRIBE.RED_MUSHROOM.GENERIC = "烟绯也有一顶红帽子"  --红蘑菇
speech.DESCRIBE.RED_MUSHROOM.INGROUND = "烟绯蘑菇正在埋头整理讼案"  --红蘑菇
speech.DESCRIBE.RED_MUSHROOM.PICKED = "烟绯蘑菇回去苦修了"  --红蘑菇
speech.DESCRIBE.FLOWER_CAVE_TRIPLE = "听闻有些花草只生长在阴气重的地方，今天算是见识到了"  --三球荧光树
speech.DESCRIBE.COLDFIRE.GENERIC = "这算鬼火吗？算鬼火吧！"  --吸热营火
speech.DESCRIBE.COLDFIRE.OUT = "熄灭了还能看见？那可真是见鬼啦"  --吸热营火
speech.DESCRIBE.COLDFIRE.EMBERS = "也该入土为安了"  --吸热营火
speech.DESCRIBE.COLDFIRE.HIGH = "幽幽大攀登！"  --吸热营火
speech.DESCRIBE.COLDFIRE.LOW = "就像即将魄散的小鬼一样~"  --吸热营火
speech.DESCRIBE.COLDFIRE.NORMAL = "不在荒郊野岭，也能看到鬼火哦！"  --吸热营火
speech.DESCRIBE.COLDFIREPIT.GENERIC = "人造的阴气源！"  --吸热篝火
speech.DESCRIBE.COLDFIREPIT.OUT = "已经灭了的鬼火，再放点扎材还是能点燃，这是不是应该叫阴魂不散？"  --吸热篝火
speech.DESCRIBE.COLDFIREPIT.EMBERS = "下一世再见啦小蓝火"  --吸热篝火
speech.DESCRIBE.COLDFIREPIT.HIGH = "阴气冲天，本堂主都有点压不住啦！"  --吸热篝火
speech.DESCRIBE.COLDFIREPIT.LOW = "小小鬼火，在本堂主面前还不是俯首……有点热啊我说"  --吸热篝火
speech.DESCRIBE.COLDFIREPIT.NORMAL = "好凉快！本堂主爱死阴气啦！仅限现在！"  --吸热篝火
speech.DESCRIBE.FIREFLIES.GENERIC = "萤火虫，火蝴蝶，还有胡桃，都是火虫虫！"  --萤火虫
speech.DESCRIBE.COOKPOT.BURNT = "就当是给刚送走的客户烧菜啦"  --烹煮锅
speech.DESCRIBE.COOKPOT.COOKING_LONG = "咱们往生堂的白席啊，讲求一个丰盛隆重"  --烹煮锅
speech.DESCRIBE.COOKPOT.COOKING_SHORT = "咱们往生堂的白席啊，讲求一个质朴精当"  --烹煮锅
speech.DESCRIBE.FIRESUPPRESSOR.LOWFUEL = "你若是走了，棺材想要什么样式的？"  --雪球发射器低能量
speech.DESCRIBE.FIRESUPPRESSOR.ON = "哇！六月飞雪！"  --雪球发射器
speech.DESCRIBE.FIRESUPPRESSOR.OFF = "你先休息会，待我烧点纸"  --雪球发射器
speech.DESCRIBE.CAVE_ENTRANCE_OPEN.FULL = "阳间坦荡荡，全跑下面去啦！"  --落水洞人满了
-- speech.DESCRIBE.CAVE_ENTRANCE = "通往边界的道路断了？这事情恐怕不简单……"  --落水洞堵住
speech.DESCRIBE.BERRYBUSH.BARREN = "这是饿的，多吃点肥料就好，不过尸体这里不提供哦。"  --浆果灌木丛肥力不足
speech.DESCRIBE.BERRYBUSH.PICKED = "在冬天采摘未移植的浆果丛能找到梅花，这就是踏雪寻梅~"  --浆果灌木丛
speech.DESCRIBE.BERRYBUSH.GENERIC = "浆浆！咦，这好像不是我的台词，而是……谁的？"  --浆果灌木丛
speech.DESCRIBE.BERRYBUSH.WITHERED = "别怕呀，我不是来挖你的，你要信我呀"  --浆果灌木丛枯萎
speech.DESCRIBE.BERRYBUSH.BURNING = "糟糕，连着里面的梅花一块烧光了！"  --浆果灌木丛
speech.DESCRIBE.BERRYBUSH_JUICY.BARREN = "这是饿的，多吃点肥料就好，不过尸体这里不提供哦。"   --蜜汁浆果丛
speech.DESCRIBE.BERRYBUSH_JUICY.PICKED = "莓果没啦！"   --蜜汁浆果丛
speech.DESCRIBE.BERRYBUSH_JUICY.WITHERED = "结不出莓果了，会不会结出煤果啊？"   --蜜汁浆果丛
speech.DESCRIBE.BERRYBUSH_JUICY.GENERIC = "浆果又叫莓果，梅花却不结莓果，很神奇吧？"   --蜜汁浆果丛
speech.DESCRIBE.BERRYBUSH_JUICY.BURNING = "煤花会自燃，难道煤果也会？"   --蜜汁浆果丛
speech.DESCRIBE.BIRDCAGE.GENERIC = "来唱个丘丘谣~"  --鸟笼
speech.DESCRIBE.BIRDCAGE.STARVING = "供果、胙肉吃不吃？"  --鸟笼中鸟很饿
speech.DESCRIBE.BIRDCAGE.SKELETON = "呜呼哀哉尚飨！"  --鸟笼
speech.DESCRIBE.BIRDCAGE.OCCUPIED = "一个小棺材里不能放两个人，鸟笼也是一个道理"  --鸟笼
speech.DESCRIBE.BIRDCAGE.HUNGRY = "要不再忍忍，我找香菱做点好吃的喂你？"  --鸟笼
speech.DESCRIBE.BIRDCAGE.SLEEPING = "胡桃梦鸟，发现自己在鸟笼外，方知是梦不是鸟"  --鸟笼
speech.DESCRIBE.BIRDCAGE.DEAD = "把尸骨收敛了，办个体面点的葬礼吧"  --鸟笼
speech.DESCRIBE.BEEBOX.GENERIC = "蝴蝶蜜蜂抢梅花，蝴蝶引魂蜜蜂夸~"  --蜂箱
speech.DESCRIBE.BEEBOX.SOMEHONEY = "加油加油，下一批供糕等着发货呢"  --蜂箱
speech.DESCRIBE.BEEBOX.FULLHONEY = "闻闻这蜜中有没有梅花味？"  --蜂箱
speech.DESCRIBE.BEEBOX.NOHONEY = "有些地方守丧期间是不许吃甜食的，不过往生堂这边没这忌讳啦"  --蜂箱
speech.DESCRIBE.BEEBOX.BURNT = "可能是这边的老祖宗太想吃甜食了吧……"  --蜂箱
speech.DESCRIBE.CAVE_ENTRANCE.GENERIC = "这下面，就是地府！"  --落水洞
speech.DESCRIBE.CAVE_ENTRANCE.OPEN = "地府给本堂主发来了请柬！"  --
speech.DESCRIBE.BEEHIVE = "蝴蝶可以来此借宿吗？"  --蜂窝
speech.DESCRIBE.FARMPLOT.GENERIC = "如果没有我们丧葬业，逝者本来是要回到田土中去的"  --农田
speech.DESCRIBE.FARMPLOT.GROWING = "大春，二夏，小秋，你们好呀！"  --农作物生长
speech.DESCRIBE.FARMPLOT.NEEDSFERTILIZER = "想吃点啥？便便？腐烂物？鸟粪？尸体这里不提供哦"  --农田肥料不足
speech.DESCRIBE.CATCOONDEN.GENERIC = "这家的主人你好，往生堂九碑超值套餐，不来一份吗？"  --中空树桩
speech.DESCRIBE.CATCOONDEN.EMPTY = "上一只走得很安详"  --中空树桩
speech.DESCRIBE.CHESTER_EYEBONE.GENERIC = "不要这样盯着本堂主看，本堂主会忍不住把你埋了的"  --切斯特眼骨
speech.DESCRIBE.CHESTER_EYEBONE.WAITING = "本堂主会为你举办一场体面的葬礼的……你不会诈尸吧我说？"  --切斯特眼骨
speech.DESCRIBE.BEEFALO.GENERIC = "别紧张，我就是来踏勘的，你好好睡"  --皮弗娄牛
speech.DESCRIBE.BEEFALO.SLEEPING = "下次葬礼的扎材不够用了，借我点毛不介意吧？"  --皮弗娄牛
speech.DESCRIBE.BEEFALO.FOLLOWER = "真壮实。下次帮我迁柩吧"  --皮弗娄牛
speech.DESCRIBE.BEEFALO.NAKED = "快点长出来呀，下次的迎旌还得用你的毛做呢"  --皮弗娄牛
-------abcdefg--------	
speech.DESCRIBE.MOLEHILL = "有个鼹鼠窝？那看来是不能在这里开圹了"  --鼹鼠窝
speech.DESCRIBE.MERMHOUSE.GENERIC = "往生堂丧葬一条龙，第二碑半……等会，鱼人知道什么叫丧葬吗？"  --鱼人房
speech.DESCRIBE.MERMHOUSE.BURNT = "现在它应该知道什么叫丧葬了"  --烧焦的
speech.DESCRIBE.LIVINGTREE = "用这树做棺材的话，感觉会诈尸！"  --完全正常的树
speech.DESCRIBE.KOALEFANT_SUMMER = "这位客户躺进棺材里，自带象牙陪葬品！"  --考拉象
speech.DESCRIBE.MEATRACK.DRYING = "一块吊死的肉！肉能吊死吗？"  --晒肉架
speech.DESCRIBE.MEATRACK.DONE = "肉变成了肉干，算肉长大了还是死了呢？"  --晒肉架
speech.DESCRIBE.MEATRACK.BURNT = "这算……烧炭自杀吗？"  --晒肉架
speech.DESCRIBE.MEATRACK.GENERIC = "这架子太脏了，可晾不了梅花"  --晒肉架
speech.DESCRIBE.MEATRACK.DRYINGINRAIN = "尸体湿湿的~"  --晒肉架
speech.DESCRIBE.MUSHTREE_TALL.GENERIC = "行秋终于穿上裙子了？"  --蓝色蘑菇树
speech.DESCRIBE.MUSHTREE_TALL.BLOOM = "行秋换了个新发型？"  --蓝色蘑菇树
speech.DESCRIBE.MARSH_BUSH.GENERIC = "这灌木特别喜欢扎小人"  --尖刺灌木
speech.DESCRIBE.MARSH_BUSH.PICKED = "本堂主攒点扎材真不容易啊……"  --尖刺灌木
speech.DESCRIBE.MARSH_BUSH.BURNING = "搞巫蛊坏木的必须严惩"  --尖刺灌木
speech.DESCRIBE.MOUND.DUG = "重新安葬一下吗……先把亡魂找回来吧。"  --挖开的坟墓
speech.DESCRIBE.MOUND.GENERIC = "葬得还行，不如往生堂专业"  --坟墓
speech.DESCRIBE.MUSHTREE_MEDIUM.GENERIC = "烟绯拿着大天平~"  --红色蘑菇树
speech.DESCRIBE.MUSHTREE_MEDIUM.BLOOM = "往生堂遵纪守法，别给本堂主食岩之罚啊！"  --红色蘑菇树
speech.DESCRIBE.HOUNDBONE = "这就是所谓的一片狼藉吧，赶紧给它埋了"  --猎犬丘
speech.DESCRIBE.INSANITYROCK.INACTIVE = "这像是什么墓地里的机关？"  --方尖碑
speech.DESCRIBE.INSANITYROCK.ACTIVE = "我的天，不会射箭放毒吧？"  --方尖碑
speech.DESCRIBE.SANITYROCK.INACTIVE = "好像是本地陵墓的配件……"  --方尖碑
speech.DESCRIBE.SANITYROCK.ACTIVE = "本堂主是来考察墓地形制的，可不是盗墓贼啊！"  --方尖碑
speech.DESCRIBE.INVENTORYGRAVE = "下一世可以委托本堂主试试"  --墓碑
speech.DESCRIBE.MARBLEPILLAR = "摆在陵墓前面，想必十分气派"  --大理石柱子
speech.DESCRIBE.MOLE.UNDERGROUND = "鼹鼠爬到哪里，哪里的墓道就泛滥成灾！"  --鼹鼠
speech.DESCRIBE.MOLE.ABOVEGROUND = "是你呀，我还以为是丧尸爬出来了呢"  --鼹鼠
speech.DESCRIBE.MOLE.HELD = "让我看看，你有没有从墓主人手里拿了什么不该拿的东西呀？"  --鼹鼠
speech.DESCRIBE.MUSHTREE_SMALL.GENERIC = "白术脖子上缠了三条长生！"  --绿色蘑菇树
speech.DESCRIBE.MUSHTREE_SMALL.BLOOM = "白术要开始看诊啦？"  --绿色蘑菇树
speech.DESCRIBE.MONKEY = "跟盗宝团似的，什么都想拿。"  --暴躁猴
speech.DESCRIBE.MONKEYBARREL = "盗宝猴的赃物都在这了？"  --暴躁猴窝
-------hijklmn--------	
speech.DESCRIBE.RABBITHOUSE.GENERIC = "需要往生堂的服务吗？承办全素丧宴，还有免费上门搬运哦"  --兔子窝
speech.DESCRIBE.RABBITHOUSE.BURNT = "来晚了，火葬都办完了"  --兔子窝
speech.DESCRIBE.SAPLING.WITHERED = "只剩下一口气，但还是顽强地拒绝入土"  --树苗
speech.DESCRIBE.SAPLING.PICKED = "辛苦啦，下次的扎材还得问你讨来"  --树苗
speech.DESCRIBE.SAPLING.GENERIC = "做棺材肯定是不够，用来当个支架倒是正好"  --树苗
speech.DESCRIBE.SAPLING.BURNING = "我的引魂火……失控了吗？"  --树苗
speech.DESCRIBE.ROCK_ICE.GENERIC = "冰棺倒也不错，但若是化了，还是麻烦的紧。"  --迷你冰川
speech.DESCRIBE.ROCK_ICE.MELTED = "冰棺果然是不靠谱，还得火葬"  --融化的迷你冰川
speech.DESCRIBE.TEENBIRD.GENERIC = "你就是……独眼高脚真君！"  --小高脚鸟
speech.DESCRIBE.TEENBIRD.HUNGRY = "独眼高脚真君中午吃什么？我请。"  --小高脚鸟
speech.DESCRIBE.TEENBIRD.STARVING = "神仙也怕饿肚子呀"  --小高脚鸟
speech.DESCRIBE.PIGKING = "陛下要不要来我往生堂预约一个全套的帝王服务？"  --猪王
speech.DESCRIBE.SCORCHED_SKELETON = "竟然没有烧成骨灰，看来是烧法不太对"  --烧焦尸骨
speech.DESCRIBE.RABBIT.GENERIC = "兔兔这么可爱，怎么能不送给香菱？"  --兔子
speech.DESCRIBE.TALLBIRDNEST.GENERIC = "这便是独眼高脚真君原居的洞府！"  --高脚鸟巢穴
speech.DESCRIBE.TALLBIRDNEST.PICKED = "蛋哪去了呢？是孵化了？可蛋壳又哪去了呢？啊，蛋壳做mod去了。"  --高脚鸟巢穴
speech.DESCRIBE.SMALLBIRD.GENERIC = "独眼高脚真君似乎是快修成人型了？"  --小高鸟
speech.DESCRIBE.SMALLBIRD.HUNGRY = "仙人修炼是不是要辟谷来着？"  --小高鸟
speech.DESCRIBE.SMALLBIRD.STARVING = "再不吃就要修炼成鸟肉了"  --小高鸟
speech.DESCRIBE.REEDS.GENERIC = "有芦苇啊，那就可以像霓裳花一样做丧服了吧"  --芦苇
speech.DESCRIBE.REEDS.PICKED = "采摘的手感还挺像霓裳花的"  --芦苇
speech.DESCRIBE.REEDS.BURNING = "还没做成寿衣就提前火化了"  --芦苇
speech.DESCRIBE.STATUEGLOMMER.GENERIC = "奇怪的雕像……似乎不属于任何已知的墓葬风格"  --格罗姆的雕像
speech.DESCRIBE.STATUEGLOMMER.EMPTY = "先前似乎有魂灵寄宿其中，现在却感受不到了"  --格罗姆的雕像
speech.DESCRIBE.RESURRECTIONSTONE = "碰一下就能返魂？那葬礼不是白办了？"  --试金石
speech.DESCRIBE.PIGHOUSE.FULL = "你好，往生堂最近搞活动，第二碑半价，要不要了解一下？"  --猪人房
speech.DESCRIBE.PIGHOUSE.BURNT = "火葬已经办完了"  --猪人房
speech.DESCRIBE.PIGHOUSE.LIGHTSOUT = "不要这么抗拒嘛，你总有入土的一天，早点给本堂主下单还能省点钱呀~"  --猪人房
speech.DESCRIBE.PIGHOUSE.GENERIC = "准备上门推荐！"  --猪人房
speech.DESCRIBE.ROCK_ICE_MELTED = "冰棺果然是不靠谱，还得火葬"  --融化的迷你冰川
speech.DESCRIBE.TALLBIRDEGG_CRACKED.GENERIC = "本堂主从来都是操办死人离世，迎接新生倒是很新奇的体验"  --孵化的高脚鸟蛋
speech.DESCRIBE.TALLBIRDEGG_CRACKED.HOT = "再加点火候就能烧尽了……等会这不是火葬！"  --孵化的高脚鸟蛋
speech.DESCRIBE.TALLBIRDEGG_CRACKED.COLD = "似乎是快凉了……等等，这还没生出来呢，怎么就凉了？"  --孵化的高脚鸟蛋
speech.DESCRIBE.TALLBIRDEGG_CRACKED.SHORT = "似乎就要破壳了，由我这位葬仪官来接生是否合适呢？"  --孵化的高脚鸟蛋
speech.DESCRIBE.TALLBIRDEGG_CRACKED.LONG = "太久了太久了，本堂主已经在考虑葬礼的事情了"  --孵化的高脚鸟蛋
speech.DESCRIBE.SKELETON_PLAYER = "怎么死在了荒郊野岭，需要本堂主为你补一个葬礼吗？"  --骨架
speech.DESCRIBE.PIGMAN.GENERIC = "优质潜在客户！"  --猪人
speech.DESCRIBE.PIGMAN.FOLLOWER = "看你一身的力气，帮本堂主抬抬棺材就好了"  --猪人
speech.DESCRIBE.PIGMAN.WEREPIG = "啥情况？尸变？中邪？都不像啊……"  --疯猪人
speech.DESCRIBE.PIGMAN.GUARD = "要不要来个团体下葬套餐？军人折上折哦"  --猪人守卫
speech.DESCRIBE.PIGMAN.DEAD = "让我看看，他有没有预约过葬礼服务来着？"  --猪人
speech.DESCRIBE.RABBITHOLE.GENERIC = "兔子的葬礼服务……往生堂没有，不过万民堂还是很多的~"  --兔子窝
speech.DESCRIBE.RABBITHOLE.SPRING = "你们什么时候跳到香菱的碗里去呀？"  --兔子窝
speech.DESCRIBE.POND = "要是香菱来到了这里，看到这满池子的食材，眼睛怕是要比这池面还亮！"  --池塘
-------opqrst--------	
speech.DESCRIBE.WORMLIGHT_PLANT = "在这么暗的地方竟然生长着能发光的果子，莫非是徘徊的魂灵化成的？"  --发光蓝莓（好像是）
speech.DESCRIBE.WORMLIGHT_LESSER = "在这里迷失的微小魂灵将自己化作光芒照亮后来者"  --微光浆果（好像是）
speech.DESCRIBE.WORM.PLANT = "发光的果子……为何竟然有类似于伥鬼的气息？小心！"  --深渊蠕虫
speech.DESCRIBE.WORM.DIRT = "你你你……你别把开好的墓圹撞坏了啊！"  --深渊蠕虫
speech.DESCRIBE.WORM.WORM = "来吧，你的丧葬费，本堂主可要收双倍！"  --深渊蠕虫
speech.DESCRIBE.WALL_RUINS_ITEM = "看起来像是被某种外力摧毁的墓道"  --铥矿墙废墟

---for DST-----
--（相比于单机版的一个补充包）


speech.DESCRIBE.CRITTERLAB = "小家伙别怕，本堂主，嗯咳，我不是来推销葬礼服务的啦"   --岩穴
speech.DESCRIBE.MULTIPLAYER_PORTAL_MOONROCK = "这个边界似乎轻易就可以跨过去……不过本堂主还没玩够呢"   --天体之门
speech.DESCRIBE.MULTIPLAYER_PORTAL = "这个门……分隔了这个世界的【边界】"   --绚丽之门
speech.DESCRIBE.LIVINGTREE_ROOT = "尚有一缕残魂寄宿其中，神奇的木头"   --完全正常的树根
speech.DESCRIBE.CRITTER_GLOMLING = "奇怪的小家伙，守墓的时候正好做个伴"   --小格罗姆
speech.DESCRIBE.BEEQUEENHIVE.GENERIC = "这种规模的集体葬礼往生堂还没有承办过，还是不推销了"   --巨大蜂窝
speech.DESCRIBE.BEEQUEENHIVE.GROWING = "蜜蜂的王国建立起来之后，是不是也有专门搞丧葬的地方呀？"   --巨大的蜂窝在生长
speech.DESCRIBE.BEEQUEENHIVEGROWN = "这里好像不止有蜂蜜的味道，要是香菱在这，一定知道是什么"   --巨大的蜂窝
speech.DESCRIBE.MUSHROOM_FARM.ROTTEN = "没有魂力，也就不会长出新的蘑菇了"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.SNOWCOVERED = "埋在雪中的尸骨，过去整个冬天都很难腐烂"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.EMPTY = "挖个坑呀，埋点土呀"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.STUFFED = "已经完全是一个大~坟场啦"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.BURNT = "坟场的火葬？"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.LOTS = "把蘑菇埋进土里，就会长出好多好多蘑菇！"   --蘑菇农场
speech.DESCRIBE.MUSHROOM_FARM.SOME = "用蘑菇来吸收灵魂之力，这不就是本堂主的好噬多蘑嘛"   --蘑菇农场
speech.DESCRIBE.HUTCH_FISHBOWL.GENERIC = "小小的鱼缸，却充满了生命力"   --星-空
speech.DESCRIBE.HUTCH_FISHBOWL.WAITING = "要不要把它捞出来办个葬礼？"   --星-空
speech.DESCRIBE.CHESSPIECE_BISHOP.GENERIC = "这东西是蒙德跟枫丹那边流行的棋类，这个棋子类似于我们的‘象’"   --主教棋子
speech.DESCRIBE.CHESSPIECE_BISHOP.STRUGGLE = "不对劲，棋子有恶鬼的气息！"   --主教棋子挣扎
speech.DESCRIBE.MOONROCKSEED = "这像是很高级的陪葬品……是哪个陵寝的呢？"   --天体灵球
speech.DESCRIBE.DRAGONFLYFURNACE.NORMAL = "一个完美的焚化炉！"   --龙鳞火炉
speech.DESCRIBE.TOADSTOOL_CAP.GENERIC = "不知为什么，这蘑菇给我的感觉像是一个棺材盖"   --毒菌
speech.DESCRIBE.TOADSTOOL_CAP.INGROUND = "喂，下面的大家伙，买不买墓碑呀？"   --毒菌
speech.DESCRIBE.TOADSTOOL_CAP.EMPTY = "空的，像是一个备用的墓圹……"   --毒菌
speech.DESCRIBE.PLAYER.GENERIC = "你好，%s！需要往生堂的服务吗？"
speech.DESCRIBE.PLAYER.MURDERER = "对丧葬人员下手，死了都没人抬！"
speech.DESCRIBE.PLAYER.FIRESTARTER = "葬礼现场，只有本堂主下令之后才能点火！"
speech.DESCRIBE.PLAYER.ATTACKER = "你以外本堂主只会收拾鬼吗~"
speech.DESCRIBE.PLAYER.GHOST = "先别急着过边界，我这就把你带回人间"   --鬼魂
speech.DESCRIBE.PLAYER.REVIVER = "呼……虽然我经常越过边界与鬼交流，不过自己变成鬼的体验还是很不好啊"   --救赎之心
speech.DESCRIBE.ROCK_PETRIFIED_TREE = "树木能变成石头树，那木棺岂不是也能变成石棺？"   --石化树
speech.DESCRIBE.SCULPTURE_KNIGHTHEAD = "像是某处古迹，看得本堂主想要吟些诗句……"   --可疑的大理石
speech.DESCRIBE.TWIGGYTREE.BURNT = "连着丧棚一块火化了，正方便"   --多枝的树
speech.DESCRIBE.TWIGGYTREE.CHOPPED = "为了死者做法事而看法掉一棵活着的树，这也是丧葬的常理"   --多枝的树
speech.DESCRIBE.TWIGGYTREE.GENERIC = "这么多树枝啊，看下来够支个丧棚做法事了"   --多枝的树
speech.DESCRIBE.TWIGGYTREE.BURNING = "既烧了遗体，也烧了扎材"   --多枝的树

return speech